Hwoarang counterplay

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Overview

As of Season 2, Hwoarang is insanely tricky to deal with, as most of his new buffs allow him to essentially get away with murder. The sheer number of moves and stance transitions he has are already overwhelming for anyone not familiar with his game, but even intermediate level players struggle to counter the blend of horrors he dishes out at will. Learning all of the ins and outs of the matchup can take hundreds of hours of labbing, as there is no one set counterplay strategy against Hwoarang. You need to beat the player, not the character. Recognizing your opponent's patterns, and capitalizing on every little mistake they make is key to winning against a Hwoarang player. (or just, yknow, cross your fingers and wait for the next patch)

Improvise. Adapt. Overcome.

What makes Hwoarang especially dangerous is that he has great tools for basically any situation. His b3 is of the best whiff punishers in the game, but he also has a generic df2 AND an orbital to launch you from range. His RFF df3 is one of the most abusable moves in Tekken, since it has so many characteristics you can barely even say it with one breath: it's a fast, long range, homing, wallsplatting, plus on block heat engager, that crushes lows and allows him to instantly close the gap and start pressuring you with even more plus frames. Therefore - while learning to punish him on a move-by-move basis is useful - the simple block-and-punish method won't work against him in a real match, because he's almost always plus, and his moves from stance have very quick whiff recovery. The secret to beating Hwoarang lies in adapting to your opponents playstyle and looking for gaps in his offense you can exploit.

Up close and personal

Unless your opponent is brainlessly mashing, they will likely show patterns in the way they attack. Most Hwoarangs will use his d3,4 into Flamingo to initiate offense, which is a low-high string with very poor tracking (except in the case mentioned later), meaning if you got a hang of the way your opponent attacks, ducking/sidestepping and immediately punishing this move is a good way to make them second guess themselves. Be very quick with your punish, as Hwoarang has a both a fast powercrush and a homing option after d3,4.

He has two very dangerous options from Right Flamingo Stance:

  • His best mid is RFS4,3 which is fast, +4 on block, wallsplats, steals your girl, blabla you know the deal.
  • He also has RFS.f4, his infamous flappy kicks that have an 8 frame startup and can be confirmed into an instant tornado launch.

Generally the best way to deal with these is to block, then immediately step to the right and block whatever comes next. If your opponent is of the mashing type, you could try jab checking him to shut down his offense. If he does his launcher from flamingo, blocking it gives you 14 whole frames, so be sure to always punish it. In case he finishes his flappy kick string, ducking it grants you a nice WS launch punish, but be careful if he doesn't, since he'll still be in RFS.

An important thing to note is that due to him being +4 after RFS4,3, his normally very steppable d3,4 will track you to either side if you try stepping it. Because of this, and the fact that most of his other lows are risky to block and punish, it's generally advisable to low parry his low options whenever you get the chance. Doing this might also force your opponent to think twice about rushing you down.


Key Moves to Punish

Move Punish Purpose
b3 Block and launch Mid launcher with very good range, -19 on block.
df3,4 SSR the second hit
OR i14 punish
Delayable powercrushing mid that knocks down.
RFS.f4,4 Duck and launch Very fast startup, launches on hit, and only -6 on block.
RFF3~4 Duck and punish
OR Throw
Homing high powercrush that wallsplats and recovers ridiculously quickly. Ducking and launching is possible but very risky, your safest bet is a throw since it becomes unbreakable.
RFS.d4,3,4 Block and launch His low sweep from RFS that becomes even more devastating in heat. Block the first hit and launch him.
d3,4 Low parry
OR Duck and punish
OR SSR and punish
One of his most commonly used pressure tools, in neutral it's an easy punish, but from stance it could be tricky to deal with.

Punishment

-15 or more standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
8th Hit
RFS.1,2,3,4,3,4,4,4

LFS.2,​2,​3,​4,​3,​4,​4,4

m,​h,​h,​L,​m,​m,​l,​h
15,​7,​10,​7,​7,​8,​7,​10
-28
+23a (+13)
,i23
r47?
6th Hit
RFS.1,2,3,4,3,4

LFS.2,​2,​3,​4,​3,4

m,​h,​h,​L,​m,​m
15,​7,​10,​7,​7,​8
-21
-10
,i22~24
Left Plasma Blade

b+3

M
17
-19
+35a (+25)
i16~17
r34
9th Hit
RFS.1,2,3,4,3,4,4,4,4

LFS.2,​2,​3,​4,​3,​4,​4,​4,4

m,​h,​h,​L,​m,​m,​l,​h,​m
15,​7,​10,​7,​7,​8,​7,​10,​21 (14)
-18
-16
,i22
Sky Rocket
RFF.CD+4
66

CD.4

m
18
-18
+53a (+43)
i16
t53 r37
Sky Burial
  • R.RFF.df+1+2
  • R.LFS.df+1+2
  • R.RFS.df+1+2

R.df+1+2

m,​t
55+
-18
+0d
i20
pc8~
r39
Cheap Shot Snap Kick
32

f+3~3

m
25
-16
+7a (-2)
i20
Stealth Needle

b+1

m
15
-15
-1
i15
r36

-12,-13,-14 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Home Surgery
13

1,​1,​3,3

h,​h,​L,​h
5,​8,​10,​14
-14
+4
i20
r33
Left Kicks
21

3,​3,3

h,​m,​m
15,​12,​15
-14
+32d (+24)
i21
Double Claymore

df+3,4

m,​m
12,​20
-14
+4a
i24~25
t84 r35
Ignition Barrage
RFF.df+3+4
40

df+3+4

m,​h,​m
7,​4,​17
-14
+4c
i13,i14,i24~25
r35
Hunting Hawk
RFF.uf+3,4,3
55

uf+3,​4,3

m,​m,​m
11,​12,​20
-14
+0c
i27~28
fs1~
r33

RFF.df+2+3

m
12
-14
-4
i22~23
pc7~
r35?
Double Claymore

RFF.df+2+3,4

m,​m
12,​20
-14
+7
i24~25
r35?
Flamingo Kick Combo Middle
106

LFS.3,3

m,​m
10,​15
-14
+32d (+24)
i21

LFS.df+3

m
12
-14
-4
i22~23
pc7~21
r35?
Flamingo Double Claymore
115

LFS.df+3,4

m,​m
12,​20
-14
+7
i24~25
r35?
Stealth Needle

LFS.b+1

m
15
-14
-1
i15
r36
Flamingo Hunting Hawk
121

LFS.uf+3,​4,3

m,​m,​m
11,​12,​20
-14
+0c
i27~28
fs1~
r33
Switch Plasma Blade
122

LFS.uf+4

M
20
-14
+32a (+22)
i19~20
js6~18
r37
Left Plasma Blade

BT.3

M
20
-13
+38a (+28)
i14~16
r46
Plasma Blade

BT.4

M
20
-13
+40a (+30)
i14~16
r44 RFF
Plasma Blade

RFF.f+4~4

M
20
-13
+41a (+31)
i18~20
RFF

3,3

h,​m
15,​12
-13
-7
-2
i18
r32
Spinning Axe Combo

LFS.1+2,4

m,​m
13,​16
-13
+5c
+28d
i23~27
Firecracker
RFF.d+4,4
42

d+4,4

l,​h
7,​22
-13
+69a (+53)
i20
r35
Air Blade
140

RFS.uf+4

m
20
-13
+30a (+20)
i17~18
js11~33
RFF r33?
Delayed Rising Toe Kick
RFF.uf,n,4
58

uf,n,4

m
20
-13
+32a (+22)
i23~25
js

LFS.3

m
10
-13
-7
-2
i14

SS.3

m
13
-12
-1
+5s
i18~19
Left Thunderbolt
119

LFS.b+3

m
23
-12
+14
i20~22
pc8~19
r27 RFF
Iron Heel
69

ws3

m
22
-12
+14c
i14~16
r30
Right Thunderbolt
137

RFS.b+4

m
23
-12
+14g
i20~22
pc8~19
r27

-11, -10 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Siege Mortar Combo
20

3,​3,2

h,​m,​M
15,​12,​20
-11
+1c
i21~22
Flamingo Siege Combo
105

LFS.3,2

m,​M
10,​20
-11
+1c
i21~22
RFF.uf+3+4

uf+3+4

m,​h
10,​8
-10
+1
i14,i9
js9~
r29
Flashing Trident
RFF.uf+3+4,4
57

uf+3+4,4

m,​h,​m
10,​8,​13
-10
+7
i14~15
js1~
RFF
Nose Bleeder

RFF.b+3

h
17
-10
+1
+50a
i13~14
t42 r28
Screw Kick
131

RFS.f+3

m
18
-10
+5
+15a (+6)
i20~21
Spinning Hook Kick
114

LFS.f+4

m
18
-10
+6
+16a (+7)
i17~18
r28

LFS.uf+3+4

m,​h
10,​8
-10
+1
i14, i9
js9~
r29
Flamingo Flashing Trident
123

LFS.uf+3+4,4

m,​h,​m
10,​8,​13
-10
+7
i14~15
js1~
RFF
Nose Bleeder

b+4

h
17
-10
+1
+50a
i13~14
r28 RFF